Dungeon #110

rrealm

First Post
Due to a variety of circumstances, my party size has been reduced to two members, a 10th level half-drow/half-wood elf barbarian2/fighter8 and a 8th level wild elf ranger (TWF style). The cleric and wizard left last week and the rouge was killed off months ago. Needless to say, I cannot continue on my original game plan or outline. Last night, I skimmed through a few Dungeon magazines and found an interesting adventure in issue #105.

I don't remember what it was called but it is for a party of 4 of levels 3. 20 giant bees (plus a queen bee) have made a wooden bridge spanning a chasm their new home and it is blocking the only trade route to this halfling village. Mayer asks for help, party accepts (or else there is no adventure) and they fight off the bees. They can't use fire to get the bees out since it would burn the bridge down. There are high winds in the area and it is very difficult to smoke out the bees.

The adventure suggests making the module harder by making the bees (CR1) giant wasps (CR3) instead. Or give a couple of the bees the half-dragon template. Another suggestion it offered was to give the quest to the party druid or ranger and inform them that they need to deal with the bees but are not allowed to kill the bees. And finally, as a last suggestion, was to put in a murder that needs to be solved. For this, they suggested that the local wine maker was a 5th level sorcerer who wanted to make his wine taste better. He found the bee hive (not at the bridge – it didn’t exsist yet) and he took the honey. He also took the honey that designates a new queen bee and he put this in his wine. The bees come to town looking for a new queen and settle down in the bridge where there isn’t much traffic to bother them. The sheriff finds out what the wine maker did, the wine maker kills him to hide the fact and then the PCs come around finding hints that the wine maker is up to something suspicious. Once the PCs connect the wine maker to the murder of the sheriff, the wine maker uses hit and run tactics to kill the PCs with wands of monster summoning spells.

My problem is this – The ranger in the party has no master or mentor so I’m trying to figure out a way to make the party deal with the bees without killing them. If I change the bees to wasps … who wants to keep those around? That makes it very quickly into a hack and slash (which I want to avoid badly – the party just left the underdark and most of that adventure was hack and slash). Dragon bees seem odd to me, especially when I use the murder pitch that was offered in the module. Roasted honey wine? :)

I’d appreciate any suggestions to bump this level 3 module to one sort of challenging for a level 10 pc with a level 8 pc.

Ideally, the party would have to deal with the bees without killing them. Maybe find a place to relocate them and then do so. Along the way, they find they the wine maker is involved in a murder.

My primary concern is I have no valid reason to make the PCs keep the bees alive and if I change them out for wasps, it is another hack and slash adventure (all the halflings are scared and stay safely in town – few RPing opportunities). Suggestions? Effectively, I’m trying to get the module up to a level 7 adventure to compensate for the parties lack of diversity.
 
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Keep them bees but have the party have to not kill them for either religious reasons (some omens or something) or for economic ones (their honey). Perhaps the bees just moved from their hives to the bridge and need to be relocated somehow.

from the d20 modern srd arcana creatures section:

Sentient Killer Bee Swarm
The killer bees in this swarm possess a hive mind. If dispersed, the bee swarm loses its intelligence (as individual
bees are nonintelligent).
Poison (Ex): Bite—Fortitude save (DC 14) negates; initial and secondary damage 1d3 Con.
Resistance to Massive Damage (Ex): A sentient killer bee swarm gains a +5 species bonus on Fortitude saves to negate the effects of massive damage.
Darkvision (Ex): A sentient killer bee swarm can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and the killer bees can function with no light at all.

Sentient Killer Bee Swarm: CR 5; Medium vermin (swarm of Fine vermin); HD 5d8; hp 22; Mas 10; Init +5; Spd fly 20 ft. (perfect); Defense 15, touch 15, flat-footed 10 (+5 Dex); BAB +3; Grap —; Atk swarm (3d6 plus poison, swarm); Full Atk swarm (3d6 plus poison, swarm); FS 5 ft. by 5 ft.; Reach 0 ft.; SQ swarm, sentience, distraction, poison, resistance to massive damage, darkvision 60 ft.; SV Fort +4, Ref +6, Will +2; AP 0; Rep +0; Str 1, Dex 20, Con 10, Int 10 (— when dispersed), Wis 12, Cha 2.
Skills: Hide +7, Intimidate +4, Listen +7, Move Silently +7, Spot +7.
Feats: None.
Advancement: None
 

Some wasps lay their eggs inside spiders.

Wild extrapolation: giant charming magical bees lay their eggs inside people. Those people become magically bound to the hive (will save DC something high to resist for a day, once you fail, you're caught until it hatches). They intelligently serve and protect the bees and the egg inside them until the egg hatches and the larva consumes their internal organs. If they can be subdued, they can have the egg cut out of them; the charm effect only ends once the queen bee sorceress is slain, though.
 

I like the sertient killer bee swarm idea except killer bees don't produce honey, thus the wine maker wouldn't steel the honey and murder the sheriff. I really do like the idea though, don't get me wrong. I'll use it in my next adventure.
 

DanMcS said:
Some wasps lay their eggs inside spiders.

Wild extrapolation: giant charming magical bees lay their eggs inside people. Those people become magically bound to the hive (will save DC something high to resist for a day, once you fail, you're caught until it hatches). They intelligently serve and protect the bees and the egg inside them until the egg hatches and the larva consumes their internal organs. If they can be subdued, they can have the egg cut out of them; the charm effect only ends once the queen bee sorceress is slain, though.

Interesting. There is no way I would have thought of this on my own. Pondering.....
 

I like the "wasps laid eggs in the townspeople" idea.

What if the killer bees are all awakened? If they were pretty much good creatures in a bad situation, they would be much more sympathetic (and would thusly be less likely to be killed).

Nareau
 

I'm thinking some of the townsfolk have eggs in them including the mayor's daughter. The mayor wants the party to remove the eggs from the people, especially the daughter (I guess he's bias). My problem is neither PC is highly intelligent (I think the smartest one has an Int of 11) so I doubt they can figure out how to extract the egg themselves. I suppose they can take the subdued victim to someone else.

How many days sounds appropriate for the larva to hatch from the egg and kill the victim once planted?
 


I like the basic premise of the adventure. If you want to beef it up a bit, make the "bees" into Spider Eaters (I assume these are in the 3.5 Monster Manual but I could be wrong). For backstory, how about this:

The trade route was threatened some time ago (maybe a year) by an enormous Giant Spider who made the canyon his home and strug his giant web across the chasm. A wandering Druid was passing through the area and the mayor convinced him to deal with the Spider. The Druid summoned some Spider Eaters to help out and they handily dispatched the nasty arachnid.

Unfortunately, one of the Summoned Spider Eaters laid eggs in the giant Spider and once the larvae hatched they occupied the nearest bit of cover: The Bridge.

At first they weren't bothering anybody because humans are too small to lay their eggs in but the Vintner discovered them and, after doing some research into what these creatures really were, began to send out some of his workers to harvest the young Spider Eaters to use as aerial couriers to deliver his wine to market quickly and cheaply. Then insert your Sheriff plot to taste.

As a result, the PC's have a couple of situations to solve: The murder of the Sheriff and the "Giant Bee" problem. You could have one of the workers have been killed in the Bee-napping and the PC's could find his body while they deal with the Spider Eaters. Give him some clue to lead them back to the Vintner. Then you get a finale showdown between the PC's and the Vintner's henchmen mounted on Spider Eaters.
 


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